In the early days of home computer and video gaming, there was an enormous amount of excitement over what many publications referred to as capital-A Adventures. It wasn't uncommon to see computer mags in particular devote entire issues to Adventures, and a lot of them had a monthly column in which the writer (who often went by a pseudonym for some reason) would talk about recently released adventures, offer tips and advice to readers who had written in, and sometimes provide full solutions for particularly tricky games.

One recurring feature of this Adventure coverage back in the early '80s was a marked disdain for graphics. To the devoted Adventurer, the most vivid, spectacular images of all are those which are conjured up by one's own mind when reading some well-crafted prose, and thus no form of computer graphics would ever be able to match up to the possibilities afforded by one's own imagination.
There was a certain amount of pretentiousness here, yes, but they also had something of a point at the time; the graphical capabilities of home computers at the time were relatively limited, at least until the 16-bit micros became more well-established, and thus in many cases the graphics in illustrated adventures were somewhat… primitive, to say the least. In cases where they weren't, you ran into another problem: memory and storage space. Since 8-bit micros had anywhere between 8 and 128 kilobytes of RAM on offer, there was a hard limit on how much game data you could include in a game — and "data" in this case covered both descriptive text and graphics.
On systems with widespread disk drive adoption, such as the Atari 8-bit and C64, this issue was at least partly sidestepped by publishing Adventures on floppy disk, with the relevant data being loaded into memory from the disk only when needed — something it was only possible to do with the random access of a disk, since cassettes could only load data in a linear fashion (and took a long time to do it anyway). You still ran into hard caps, though: a disk could only hold so much.
It became pretty widely agreed among Adventure enthusiasts that straight-up text-only Adventures were always going to be the superior option, because you could fit a lot more text than graphics into either memory or the available space on a floppy disk, and the sort of person playing an Adventure was likely to be someone who enjoys reading anyway. So leave the fancy graphics for the arcade game fans and keep giving those Adventure fans that delicious plain text!
It didn't last, of course. As graphics technology got better, computers had more memory and storage solutions had greater capacity, we got to a point where it was possible to have well-written Adventures that also had excellent illustrations. Some of the earliest to see success in this regard were the titles from Magnetic Scrolls, such as The Pawn, The Guild of Thieves and Jinxter. These still placed most of the emphasis on the text, but the illustrations (which could be turned off) supported the story.
Then we started to get more in the way of "graphic adventures", beginning with Sierra's "3-D Animated Adventure Games" such as the King's Quest series, which initially gave you direct control of an on-screen character while keeping interaction via a text parser. From there, we ended up with the entirely mouse-driven point-and-click adventure, as popularised by titles such as Maniac Mansion and The Secret of Monkey Island. At that point, the purely text-based Adventure appeared to have been completely left by the wayside in favour of a more visual form of interactive entertainment. In many respects, this made these games a lot more accessible to those who perhaps weren't comfortable attempting to communicate with a computer by typing verb-noun phrases, but for those who still enjoyed to read, things were never quite the same again.
Today, of course, there's the never-ending push for photorealism that has been taken to its natural, absurd extreme with technologies like Nvidia's AI slop bimbofication filter, sorry, DLSS5, and some people are, quite understandably, starting to feel fatigued with how a lot of games feel like they look very similar to one another. What happened to using our imaginations as the ultimate graphics chipset?
Well, good news: the good old text-based Adventure never died! In fact, it quietly flourished as the years went on, with an enthusiast community continuing to make use of this venerable but undeniably effective means of enjoying an interactive story — and even creating their own original Adventures that would have gone down extremely well with the Adventure enthusiasts of the early 1980s. Meanwhile, the similar-but-different visual novel genre has enjoyed gradual but steady growth over a similar period, making its way from niche-interest curiosity to something quite commonly seen today. People, it turns out, still like to read.
Every so often, I get a hankering to explore some text-based games. What I have referred to in the preceding paragraphs as Adventures tend to be described as "Interactive Fiction" these days. If you're being particularly pedantic, there is a difference between "Interactive Fiction" and "Text Adventure" — the former emphasises an unfolding text-based story, while the latter has greater focus on exploration and puzzle-solving — but "IF" tends to be used as a shorthand for all text-based, parser-driven games these days, and it also encompasses games that use multiple-choice or hypertext interfaces, such as those made with the popular Twine tool.
Thankfully, there are plenty of places to explore Interactive Fiction. A good place to have a look is the annual IFComp, or Interactive Fiction Competition. Right now, you can download and play a whole host of games that cover probably every piece of subject matter you might be able to think of. And you (yes, you!) can judge them, too. I bet you'd like that. You love judging things, don't you. Well, go on then! Go judge something! I think I know what I'm doing tomorrow!
Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.
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